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#ifndef Magnum_SceneGraph_MatrixTransformation2D_h
#define Magnum_SceneGraph_MatrixTransformation2D_h
/*
This file is part of Magnum.
Copyright © 2010, 2011, 2012, 2013, 2014
Vladimír Vondruš <mosra@centrum.cz>
Permission is hereby granted, free of charge, to any person obtaining a
copy of this software and associated documentation files (the "Software"),
to deal in the Software without restriction, including without limitation
the rights to use, copy, modify, merge, publish, distribute, sublicense,
and/or sell copies of the Software, and to permit persons to whom the
Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included
in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
DEALINGS IN THE SOFTWARE.
*/
/** @file
* @brief Class @ref Magnum::SceneGraph::BasicMatrixTransformation2D, typedef @ref Magnum::SceneGraph::MatrixTransformation2D
*/
#include "Magnum/Math/Matrix3.h"
#include "Magnum/SceneGraph/AbstractTranslationRotationScaling2D.h"
#include "Magnum/SceneGraph/Object.h"
namespace Magnum { namespace SceneGraph {
/**
@brief Two-dimensional transformation implemented using matrices
Uses @ref Math::Matrix3 as underlying transformation type.
@see @ref MatrixTransformation2D, @ref scenegraph,
@ref BasicRigidMatrixTransformation2D, @ref BasicMatrixTransformation3D
*/
template<class T> class BasicMatrixTransformation2D: public AbstractBasicTranslationRotationScaling2D<T> {
public:
/** @brief Underlying transformation type */
typedef Math::Matrix3<T> DataType;
/** @brief Object transformation */
Math::Matrix3<T> transformation() const { return _transformation; }
/**
* @brief Set transformation
* @return Reference to self (for method chaining)
*/
Object<BasicMatrixTransformation2D<T>>& setTransformation(const Math::Matrix3<T>& transformation) {
/* Setting transformation is forbidden for the scene */
/** @todo Assert for this? */
/** @todo Do this in some common code so we don't need to include Object? */
if(!static_cast<Object<BasicMatrixTransformation2D<T>>*>(this)->isScene()) {
_transformation = transformation;
static_cast<Object<BasicMatrixTransformation2D<T>>*>(this)->setDirty();
}
return static_cast<Object<BasicMatrixTransformation2D<T>>&>(*this);
}
/**
* @brief Transform object
* @param transformation Transformation
* @param type Transformation type
* @return Reference to self (for method chaining)
*/
Object<BasicMatrixTransformation2D<T>>& transform(const Math::Matrix3<T>& transformation, TransformationType type = TransformationType::Global) {
return setTransformation(type == TransformationType::Global ?
transformation*_transformation : _transformation*transformation);
}
/** @copydoc AbstractTranslationRotationScaling2D::resetTransformation() */
Object<BasicMatrixTransformation2D<T>>& resetTransformation() {
return setTransformation({});
}
/**
* @copydoc AbstractTranslationRotationScaling2D::translate()
* Same as calling @ref transform() with @ref Math::Matrix3::translation().
*/
Object<BasicMatrixTransformation2D<T>>& translate(const Math::Vector2<T>& vector, TransformationType type = TransformationType::Global) {
return transform(Math::Matrix3<T>::translation(vector), type);
}
/**
* @copydoc AbstractTranslationRotationScaling2D::rotate()
* Same as calling @ref transform() with @ref Math::Matrix3::rotation().
*/
Object<BasicMatrixTransformation2D<T>>& rotate(Math::Rad<T> angle, TransformationType type = TransformationType::Global) {
return transform(Math::Matrix3<T>::rotation(angle), type);
}
/**
* @copydoc AbstractTranslationRotationScaling2D::scale()
* Same as calling @ref transform() with @ref Math::Matrix3::scaling().
*/
Object<BasicMatrixTransformation2D<T>>& scale(const Math::Vector2<T>& vector, TransformationType type = TransformationType::Global) {
return transform(Math::Matrix3<T>::scaling(vector), type);
}
/**
* @brief Reflect object
* @param normal Normal of the line through which to reflect
* (normalized)
* @param type Transformation type
* @return Reference to self (for method chaining)
*
* Same as calling @ref transform() with @ref Math::Matrix3::reflection().
*/
Object<BasicMatrixTransformation2D<T>>& reflect(const Math::Vector2<T>& normal, TransformationType type = TransformationType::Global) {
return transform(Math::Matrix3<T>::reflection(normal), type);
}
protected:
/* Allow construction only from Object */
explicit BasicMatrixTransformation2D() = default;
private:
void doResetTransformation() override final { resetTransformation(); }
void doTranslate(const Math::Vector2<T>& vector, TransformationType type) override final {
translate(vector, type);
}
void doRotate(Math::Rad<T> angle, TransformationType type) override final {
rotate(angle, type);
}
void doScale(const Math::Vector2<T>& vector, TransformationType type) override final {
scale(vector, type);
}
Math::Matrix3<T> _transformation;
};
/**
@brief Two-dimensional transformation for float scenes implemented using matrices
@see @ref MatrixTransformation3D
*/
typedef BasicMatrixTransformation2D<Float> MatrixTransformation2D;
namespace Implementation {
template<class T> struct Transformation<BasicMatrixTransformation2D<T>> {
constexpr static Math::Matrix3<T> fromMatrix(const Math::Matrix3<T>& matrix) {
return matrix;
}
constexpr static Math::Matrix3<T> toMatrix(const Math::Matrix3<T>& transformation) {
return transformation;
}
static Math::Matrix3<T> compose(const Math::Matrix3<T>& parent, const Math::Matrix3<T>& child) {
return parent*child;
}
static Math::Matrix3<T> inverted(const Math::Matrix3<T>& transformation) {
return transformation.inverted();
}
};
}
#if defined(CORRADE_TARGET_WINDOWS) && !defined(__MINGW32__)
extern template class MAGNUM_SCENEGRAPH_EXPORT Object<BasicMatrixTransformation2D<Float>>;
#endif
}}
#endif